VorenDier (EUNE)
: That is the whole point at least I will get to play the game consistently .... look I'm not always AFK its true that I have 20 minutes ban but that's on my main account... and that account is 2 years old so I have been AFK a lot of time on that account in 2 years certainly more than 3 times which is al you need to get 20 minutes queue restriction ......... It's a video game if I have to care about 20 minutes bans every time what fun am I gonna have .... if you don't think 2 hours are enough make it one day max just make it or one game please every single game watching 20 minutes queue restriction just makes me wanna quit and that's what I don't want punishment is fine but it isn't meant kill you ... and that is what this punishment does 14 days ban perfectly fine understandable wait 14 days play ....... 20 minutes every game it's cancer dude
It is as it is. On a teamgame punishments are harsher. Improve or quit, that's riots statement about this topic
VorenDier (EUNE)
: I don't know what are you saying this discussion is not about if AFKs should get punished or how the system decide to punish them...... It's more about what kinda punishment a player should get for AFK......... My suggestion to AFK is a queue restriction on the first game after the game the player goes AFK. But the time should be more like in normal u get 20 min queue restriction that means 100 minutes right. how about they just give a queue restriction only on the first game after the AFK game for 2 hours (120 minutes) that will keep players interest in the game and players can play the game with more consistency after the 2 hour or whatever time you think is good enough. Just playing a game after 20 minutes queue restriction for 5 games seems like really demotivating and non fun .....
A punishment HAS to feel unpleasant. If it would feel fair or "oh just 2 hours imma fo something else in that time" Afk's heavily hurt games for sother players. Quit complaining, swallow, playthe restriction out and quit going afk
VorenDier (EUNE)
: I got the punishments when I AFKed and I know first time I got 5 minutes second time 10 third 20minutes........ There has been times when in time of powercuts sometimes it doesn't register as an AFK.... but it's obvious that 3 AFK games where you get reported is pretty easy specially in ranked AFKs it register coz of reports too..... You got no punishment maybe you are lucky ..... but after 3 times you get 20 minutes that what happened to me
After the first time of 5 min your accound is flagged. You can play for a while without afking but as soon as you do you'll get punished again. It takes a hella long time until you can "safely" afk again. Ofcourse Ranked games are punished way mire harsh. Riots system is designed to force a change. If you were punished for afking, just playing those games out won't allow you to go afk again afterwards. The system wants you to continuesly keep playing without afking, if you don't, the stystem sees you asan accound with no improving behaviour and will continue to restrict you. Once punished the tolerance point for your actions is shortend quite a bit
VorenDier (EUNE)
: Dude once you get 20 minute queue restriction that is when you AFK "3 times" from from 3 different games....... It sticks forever it doesnt't go and for someone who has been playing for 1 and a half year 3 AFKs is not a big thing.... Special when you consider the person might be living in a rural area........... I'm not saying stop the punishment please .... just understand I want it to be changed ......... One AFK at the start of the game of your first game of the day (REMAKE) ruins the entire day of a player.... 10 minutes of 9 players does not equals an entire day of 1 player .......... If you think otherwise...... Explain.
It's not an entire day you loose, whether you have time and patience for the queue restrictuon us up to you. Earlier you said 5 games and not forever. I just straight up din't believe it's only 3 times. You go from 5 to 10 to 15 to 20 min fir afking. I've had bad days/weeks where I quit up to 3 games per day and went afk and I got no punishment
VorenDier (EUNE)
: I mention that above mate I know how much time an average person will lose if it results in a remake....... but that won't make anyone wanna quit the game or just no one is gonna be like ahhh this is a bad day.. I got 5 remake(Impossible btw) ... It does waste time but remake just gets u into a different game and it happens 1-2 times in a day that doesn't mean someone who got into an internet problem in the first game of the day should play the rest of the day waiting 20 minutes for a single game for 5games .... it's 100 minutes wasted ... And you have to just sit in front of the computer think once this ban ends i will start ranked games and then u realize it's already 10 pm or if u play at night that queue restriction take the whole night ... and i'm not even having fun just because I wasted 10 minutes of 9 players... a whole of mine where I wanna play my fav just gets taken away from me just because 10 minutes of 9 players.......... I'm not saying remove the AFK system for people who leave in middle of the game but come u and i both know that an AFK that results in a remake should not have that cruel of a punishment where the whole day of a player is ruined just because of an internet problem that happened at the first game of the day ........... Like if u still think that the 20 minute queue are ok for remakes........... just explain to me how is it justice.........
Again you waste around the same time on average for 9 other players. You do NOT get a 20 min restriction from having connections issues or going afk once in a while. **IT TAKES MANY AFK'S IN A SHORT PERIOD OF TIME TO TRIGGER 20 MIN LOWER PRIORITY QUEUE**
VorenDier (EUNE)
: Guys please understand I'm not saying just remove the punishment or what are the affects of AFKs are on the team............ I'm saying when you AFK at the start of the game probably the best time to AFK coz of the improved REMAKE system ... Players who AFK at the start of the game should not get a punishment like 20 min queue restriction for every game for 5 games......... It literally wanna make me start a new account or not play at all ... I've still not touched my main accounts which have 20 min bans for a month now........... It's a waste of time honestly ........... Btw the fact that I got 20 minutes ..... 1 thing that u don't realize buddy is once u reach to 20 minutes queue you cannot drop down ..... So every time I AFK even for valid reasons (I know I deserve punishment even for valid reasons)... But punishments are not supposed to make people quit right? That's what happening with me I dobn't wanna play on my main account coz the 20 minutes seems way too much almost a waste of time......... If u wanna make it cruel 1 AFK can mean 1 day ban and I'm ok with that 1 day is not so hard .... At least its not a waste of time....... right?
You complained about a waste of time if you get the 20 min queue restriction. 2 - 8 min queue time, 5 min pick and ban phase, 2 min loading screen, 3 minutes into the game for a remake. 9 other players waste 10 - 20 minutes of time just because of YOU, not to mention to play one game they have a way longer time until they actually get to play, ontop of all dodges in the select lobby. So you really want to argue about it not being fair? A 20 min restriction comes up after many afks/dc's in a short amount of time/games. If you want to talk about fairness, please consider ALL perspectives and not only yours alone as if you deserve special treatment Punishments are for breaking rules. You either improve your behaviour or whatever is the case or you don't play. Riot clearly stated that they want punished players either to react and fix their issue or to quit the game.
VorenDier (EUNE)
: Guys please understand I'm not saying just remove the punishment or what are the affects of AFKs are on the team............ I'm saying when you AFK at the start of the game probably the best time to AFK coz of the improved REMAKE system ... Players who AFK at the start of the game should not get a punishment like 20 min queue restriction for every game for 5 games......... It literally wanna make me start a new account or not play at all ... I've still not touched my main accounts which have 20 min bans for a month now........... It's a waste of time honestly ........... Btw the fact that I got 20 minutes ..... 1 thing that u don't realize buddy is once u reach to 20 minutes queue you cannot drop down ..... So every time I AFK even for valid reasons (I know I deserve punishment even for valid reasons)... But punishments are not supposed to make people quit right? That's what happening with me I dobn't wanna play on my main account coz the 20 minutes seems way too much almost a waste of time......... If u wanna make it cruel 1 AFK can mean 1 day ban and I'm ok with that 1 day is not so hard .... At least its not a waste of time....... right?
pikalov3r (EUW)
: thats the thing even after ult he still got shredded
That shouldn't happen, in a 1v1 maybe ww has slightly the upper hand. But Gnar should be one of the strongest tanks after ult. It takes several hits (even with crits) from a full stacked 2 or 3 star draven to take mega gnar out
pikalov3r (EUW)
: actually having a team comp in mind isn't a bad strategy cause either A) it's a very common comp to be able to build knight/noble for example or B) it's an uncommon comp meaning very few people build units that benefit it yordle for example and choosing a unit based on the team comp you're going for especially the uncommon ones will have a greater impact than going for items and it doesn't matter how much you invest into hoarding gold if you don't have the luck or if the unit has an extremely low drop rate say yordles you can wipe out 50+ gold rerolling and only get say 3-4 (at best) yordles and it doesn't help when like i stated earlier you switch builds mid game and then oh would you look at that no more units for your build there's so many things that can go wrong with switching comps especially common into uncommon plus most comps are reliant are lower tier characters which puts them at a major advantage cause those comps will most likely have the most 3 stars because the pool is flooded with them especially certain comps (common) i've tried multiple yordle runs both with hoarding and without hoarding, and it still ends the same i'm end game with full 2 star at best, low hp, against 2-3 three star units with a much more common comp that doesn't have to rely on RNG for it's skill to work. and yes i also have placed top 3 thanks to miss RNG and gnar knockback being on point but that doesn't mean the game isn't flawed some comps are way to what's the word flooded in a sense making it way to easy to snowball later on compared to less flooded champs/comps. and don't even get me started on a 3 star ww demolishing a gnar 2 star both with full items and yordle bonus
3 star ww is supposed to best a 2 star gnar before his transformation. Gnar only gets to be strong after his ult
5tr1f3 (EUW)
: Also, just to clarify a bit what I mean by gold. If you see a champ you need buy him/her, obviously, but if you don't reroll pretty soon you will be over 50 gold. So every start of the round you have like 60 something gold. If my setup is currently winning, I pump the excess gold into leveling, so I can at least, field around 8 champs come the later rounds. I try not to drop below 50 gold for the interest you get, but sometimes do cos a champ comes up I want. I get so many rerolls mid late game, I struggle to use them all before the round begins :D. Once I see there are like only three players left or so, I will blow most of the gold to hunt for the upgrades I would like. I will hang on to at least 10 unless my hp is so low that a next round defeat will eliminate me, then I blow it all.
People underastimate the Value of playing the ingame economy properly can have. I've seen many players do it wrong and then complain about loosing because of "RNG" while the only reason they really lost was because the opponent played the economy just way better and used his gold much more effitient, ending up in him having a better board than someone who blowed most of their money into rerolls without getting benefits of interest
pikalov3r (EUW)
: how to win TFT in a nutshell
Well the highest number of 3 star units I have ever gotten was 3 at once (which actually even were benefiting greatly by the comp) Other than that my average is 0 - 2 golden units and I still end up at the top 3 ranks in 85 - 90% of the time. But what I feel like is that the numbers need to be tweaked a little bit until the game's full release/ ranked release so that teambuilding (comp building) should be valued higher than just rolling 3 star units. I believe riot will make the right decitions until the game comes out of BETA. Quick tips on on how to consistently get good results in this game: 1: Don't choose champions on the early carusells, choose the items. I've seen a lot of mistakes people setting their mind right at the start to build a certain comp or wanting a certain unit on 3 stars. The Carousells are the ONLY time you get to choose with what Items you're going to work with. I often play the first 3 carousells by choosing the item > champion, then 3rd and later carousell, depending on at which time you have a good comp rolling, you then start choosing the champions, the only times you go for the items again is when you know a certain item is going to give your board a much bigger push than just picking up a unit and maybe lvl up a unit you already have in play. 2: Don't touch the refresh button early. I know it's tempting trying to highroll units to level up and start winning all the rounds early game. It's just not worth it in the long run, it's to much gold waste. Just buy as much champions as you can early on so you can adapt your teamcomp better. Especially if you get 2 or even 3 pairs of the same champion. 3: don't hesitate to switching your entire comp. Sometimes you get lucky and you get a couple of good synergyzing champions, but then you get 5 - 8 rounds in a row where the champs you need NEVER show up in your store while in the meantime, you could've switched to a way better comp than you actually have. I've had numerous games where I started with knight's, wilds, shapeshifters or noble buffs, and then mid - lategame I had a Void/Sorcerer/Dragon buff which ended up carrying me to Place 1. 4: Think about economy. This may sound weird but don't just ALWAYS spend your gold. In the early rounds it's okay to spend as much gold on as many champions as possible, but towards mid/lategame it slows down. On each 10 gold (up to 50) you get an interest bonus if you finish a round with that much gold resulting in bonus gold. On midgame you can start to maybe roll once or twice or buy exp (as example I hit on having 44 gold, buying XP once drops me to 40 which will still give me the interest bonus of 4 gold next round for those 40 gold I have). Not only does this give me a more stable income and gold I can use later on, but it also gives me LVL ups/faster progress towards leveling up so I can put more units on the board. 5: Start rolling lategame. If it isn't worth for you to just safe up the gold or buy any more exp and you need certain units to benefit your comp or level up units you already have, this is where you start to roll to dig for those. Sometimes I let myself dropping one lvl of interest if I'm really in need of getting a certain unit ASAP. 6: if you're winning majority of the time, just safe up your gold and only buy units you really need from the shop or on lvl ups if you don't fall beneath the interest. There is no point on trying to push a teamcomp that is working perfectly fine in the match right? Just keep snowballing your gold income and start to intensively use up your savings if you start to loose. Some of the factors need time and experience to figure out when the proper time is on what to do, which means just play and try out if something's working on the way you planned it. I apologize for the wall of text, I hope you don't bother reading through it and that it actually helps your games out a bit. {{sticker:slayer-pantheon-thumbs}} cheers!
5tr1f3 (EUW)
: > [{quoted}](name=Arzo Reborn,realm=EUW,application-id=00edEA0o,discussion-id=oyfE5Jv4,comment-id=0000,timestamp=2019-06-30T10:54:53.447+0000) > > Sadly RNG is often a thing that decides the lategame. > > I'm winning 80 - 90% of all TFT matches I play, since getting under the first 3 counts as a victory. > > More than half of the time I finish at rank 1, the only times I don't is when RNG is screwing me over. > > Not to say getting under top 3 isn't bad, since it counts as a win like I mentioned before, but it's just really frustrating if you end up 2nd or 3rd just because this one guy got 6 3Star units. Even with the dreamteam comp of as example Glacial/elementalist or Sorcerer/Dragon with maybe 1 - 2 units on 3 stars and perfect Items, beating over 5 3Star units on the board will be way to close I don't disagree with you at all. There is simply no way to win every single game, because of RNG. However, you can vastly improve your chances by following some steps I mentioned. As In poker, you CAN work on the odds of being successful. Not really rocket science. Tier one champs you have much better odds of seeing them up to mid game. Tier 3 champs are generally seen throughout the game. Legendary tier(the orange ones) are extremely rare and you will only generally see more than one of them (on average) very late game. (After the dragon). And so on. This should help you determine what your odds of success are going to be when setting up a comp. Too much emphasis is placed on getting champs to gold. I have won a few games without having a single gold champion, but I had good synergies. I'll give an example of a comp I have used successfully (1st place) a few times, without any gold tier champs, and with limited items. Frontline Darius - Kayle, Akali, Evelyn, Rengar, Katarina, Pyke, Khazix. So here I have 4 synergies going. First, Knight(Darius-Kayle), Imperial(Darius - Katarina) and a maxed out 6 assassins, and of course, Akali being the sole ninja. Items I had, Static shiv(kattarina) , The attack slow buff on Darius(armor + Tear of G), darius also had a suit of standard armor. Katarina(Tear of G). The banish item on evelyn, and the silence item on rengar. I wasn't very lucky with items, or in fact rolls of champions. I just tried to have darius tank as much dmg as possible, and once katarina and Akali's ults went off pretty much everything was dead. Just an example :)
Sure I just finished 2nd place with glacial/elemental All units on silver, shojin spear, morelloes and deathcap on brand IE on ashe and a warmorgs on seju, sadly I lost due to the last opponent having 5 gold units while I needed only one more brand, volibear and one more Lissandra to get 3 Star units myself. I feel like if the enemy just had one golden unit less or if I had 1 - 2 of my carrying units to gold, I would've been able to finish first place, but well RNG just %%%%ed with me that game. Luckily Riot did consider that you don't need to finish on NR 1 place to get a victory, still having to put up with loosing with a really good teamcomp and decent RNG to a person who barely has any teamcomp at all, the only buffs being shapeshifter on 3 characters and wild on 3 characters, the rest was carried by him having (even hightier) gold units which only left him with 3 silver units. I had full 6 Glacial, Elementalist, ninja on Kennen and and the Guardian buff with Braum and Leona. This is usually the best kind of RNG you can get on average, the items could be a little bit better. It's just straight up frustrating that even if you get for once THE best dreamteam comp with insane RNG, a bit above average items and you still end up loosing the last 2 rounds and dropping out as 2nd just because in that ONE time you get the best RNG in a big while, there comes up another guy with slightly better RNG. I'm not saying the RNG is a bad thing, since I and other people still succesfully finish 3rd place or above majority of times, I just feel like this game to be a little bit more consistent and more strategy based (instead of just praying to RN JESUS) Class and Origin buffs SHOULD be stronger than random no synergy Gold units. The games name is Teamfight TACTICS and not Teamfight BLESS RNG AND GOLD UNITS. The game is still in the beta and I do believe Riot will be going to adjust the numbers so that it takes a bit more skill instead of luck to consistently win games, especially since they planned to release a Ranked mode for TFT. People could be arguing "wäääh but class and origin buffs are dependend on RNG aswell" - Yes they are, but it's possible to consistently pull off good comps with good buffs by being able to adapt to what RNG is giving you. The game just needs to be tuned down in terms of highrolling a bunch of golden units which have so much more tankyness and damage that even good builds will loose. Even almost perfect placed board makes you loose, it looks a little bit closer to win but it's nearly impossible by human capabilities to find this ONE sweet spot on board positioning you know how to beat your oponent with.
: [Champion Concept] "Support ADC"
The only issue consisting is that the champ is completly one sided, balancing the numbers he is either just straight up broken and heals way to much, or he is just almost useless. 2 Abilities that could cause an issue. The passive, healing ALL allies within in a range can quickly be to much, the range would definetly need to be smaller than the average AA range of adc's, a lot smaller I think. The E, since the entire kit of this champion is based on building attack speed, crit and maybe some AP (depending on the numbers of course) would just boost this ability into oblivion. To balance it out there needs to be testing done to see what CD and what ability numbers COULD be fitting to make it somewhat balanced. But the attackspeed part which you convert to your ally, either it will synergyze way to strong or it will be a merely noticable bonus. The fact how you described the interraction, the ability either happens to be to strong or it happens to be to weak to even cast it at all
BleupizZ (EUW)
: Fps very low 01-15fps and sound lagging
: i don't have a tab :\
Open your league client, log in, and then on the top bar on the right of "collection" and on the left of "your shop, loot and riots LoL shop" it should be there. Link to show a screenshot of the Tab [https://imgur.com/a/UG7YtyV](https://imgur.com/a/UG7YtyV)
VorenDier (EUNE)
: Can we please change the AFK queue restriction system it's making me wanna quit. Please do something
First of all, just missing for 20 - 30 seconds early on can result in already huge losses for your team. Ontop of that you are playing jungle, not only does it throw your clearpath havily back in time, it gives a huge opportunity to abuse your little dc and snowball heavy of it, especially with jungle splitting in north and south happening quite often nowadays, not only do you give the enemy jungler free controll about the map in the first 10 - 15 minutes, but you also risk that he gets much more EXP and gold on the first clear. Ontop of that, just saying "Wäääääääähhh LoL is the only game I have a bad ping on, so it must be on their side" is absolutely false to say. Check your own location and where the location for the EUNE servers are and compare them to other games. Maybe check your connection pathing, there are legitimate adds Riot allows for a more stable connection since it doesn't affect the game at all, it only affects the path your connection takes to the server and back to you. The fact you got a 20 Minute Lower Priority Queue automaticly states this isn't a one time thing for you, it happens a lot in short periods of time. The reason this restriction is a thing is because Riot can't forbidd you to play, but they also can't bare that by not doing anything your connection issues ruin other people's games. Either live with it, since they want to reduce the number of games per day where people with horrible connections play, or quit. One of the reasons this Restriction also exists is intended to ANNOY the players so they stop playing with their bad connection until they fixed their issue.
: League of SNOWFLAKES ..
Negative experiences burn harder into your brain than positive experiences. You complain about getting games where it's impossible for you to carry but on the other hand you never see people spamming the forum cuz they got a free victory cuz all of their lanes crushed 8/0 in the first 10 minutes and your 0/2 position is just chilling there not having to do anything to win. The only issue with the game is after all the "new ideas" riot had the game becomes kinda unbalanced since you see one class all over every game and another class is pretty much unplayable, which ruins the game for the people who just overall enjoy the playstyle of the weak class, ontop they are doing big changes which makes it way harder for players who don't spend alteast 2 - 3 hours daily on league to adapt to those. From your Op.GG I see you're a support main (yeah sometimes it can be a pain to carry on that role, I get it) neverless you have a 69% wr on leona on 70 games which is fenomenal and your next best pick would be lux which you have a 73% wr but only 11 games on her. You can try to pick lux, she is stupidly strong as support RN since she gives your team a good amount of Utility and post 6 a bit of burst to help of finishing a target in fights. Aftershock completly negates her weakness of being the "squishy support mage" that can get all inned and stomped easily
: about TFT
Check the "Teamfight Tactics" tab in your league client you have some missions for playing TFT which give you Beta Points, after enough Beta Points you get a free "Starter Little Legends Egg". You will have to claim your rewards in the TFT tab
H1k (EUNE)
: i didn't replay anything i just waiting my ticket last Last Activity June 26th 2019, 10:20:44 am
All I can say is be patient, it takes 3 - 10 days for the Supports to respond or look into a ticket, sounds harsh but give it time until next Saturday morning, if you haven't been getting any responses then open up a new ticket. You could also go already at thursday/friday for a new one, since on very rare occasions you have to wait over 7-8 days. Especially cases like yours take more time than others, since Riot is very strict and careful about stolen accounts since they really are against any type of account sharing. I hope you get a response soon and your problem will be solved, I was myself in a similar situation and it was a pain to wait for quite some time until I could play again just cuz some A-hole thought it was funny to troll my account :/ Hope this helps a bit {{sticker:slayer-pantheon-thumbs}}
5tr1f3 (EUW)
: For those who need a little bit of help in TFT
Sadly RNG is often a thing that decides the lategame. I'm winning 80 - 90% of all TFT matches I play, since getting under the first 3 counts as a victory. More than half of the time I finish at rank 1, the only times I don't is when RNG is screwing me over. Not to say getting under top 3 isn't bad, since it counts as a win like I mentioned before, but it's just really frustrating if you end up 2nd or 3rd just because this one guy got 6 3Star units. Even with the dreamteam comp of as example Glacial/elementalist or Sorcerer/Dragon with maybe 1 - 2 units on 3 stars and perfect Items, beating over 5 3Star units on the board will be way to close
H1k (EUNE)
: True xD
Don't, just don't. They way the ticket systems works is, whenever you create a new ticket or write additional responses, you get placed at the end of the ticket queue, so the more you take action after the first initial ticket, the longer you will be waiting since your Queue resets over and over again
Hansiman (EUW)
: I think a lot of players are still undervaluing the value of how you place your champions. I've had fights I lost against an opponent, and then won the next rounds simply because I changed how my champions were placed on the map, yet I don't see the opponent doing any rearrangement to theirs. Sometimes rearranging still makes me win against an opponent that managed to upgrade their champions, even if I did not. I'm not saying that sometimes RNG just gets the best of you, but people are still learning.
I just feel like RNG is just a tiny bit to big as a factor in this game. I've followed the development of the game since it was very first playable, tons of streams, videos, played myself pretty much every day multiple rounds already when it was on the PBE and I can safely say, as long as I don't get complete bullcrap against another player with the MOST insane RNG I've ever seen I make it easily to the last 3 and finished a good chunk as rank 1 in those matches. The game is still in the Beta for a very good reason, tons of bugs and not really balanced stuff. As example Aurelion is still a huge problem. Whenever I get atleast to lvl 2 (sometimes that's not even needed) just put a deathcap, morelloes and spear of shojin on him and focus the entire board on "just let Sol get his ult off" and as soon as he does he just oneshots half of the enemy team for sure, including any type of hyper carries. I also have to fairly say, there isn't really much another player can do about that strat, I haven't lost a single round so far when I was able to pull this comp off. Assassins: can be easily blocked off Anything else: the rest of the team just needs to play as a meatshield for sol for 4 - 5 seconds until this big purple space dragon roars them into oblivion. The only thing I have witnessed on so many matches with this strat that kinda posess a threat to it is a lucky phantom prock on Sol and even then, basicly no unit will be able to target him and the only real way is either to finish him off with an AoE spell or the Gunslinger passive luckily hitting him. Being honest that the only real possibility to win against such a comp is 2 very lucky RNG scenarios which has a chance of 1/8 or sometimes 1/32, resulting in either a 12.5% or 3.15% chance to win this round. If the RNG really wants to %%%% completly with the other player, it goes to 1/9 // 2/81 chance of beating this comp through RNG as the only possibility resulting in a 9.99% and a 2.47% chance. only up to 3 Gunslinger can benefit against this strategy at 4 and the 2nd buff activated, they only attack all units within a certain range, just place Sol out of that range and it's dropping the chance almost back to 0. With 3 Gunslinger you still face a 1/27 chance it will actually work which is 3.7% So the only most consistent strategy against this type of play would be enable through a 4 gunslinger with rapidfire on one of them and 2 phantom comp resulting in a 9.99% - 12.5% chance it works as the best chance of beating the ultimate Sol comp. Blitzcrank isn't a factor since all you need to do is position another unit as meatshield one tile further away from Blitz than Sol is
Hansiman (EUW)
: RNG is always going to be a factor in a gamemode like this. Being able to adapt to what you're provided with, and not lock yourself to a mindset saying that you're going to just go for one specific thing is important if you want to make it into the later rounds.
The issue isn't the RNG, but more that in many cases roughly 90 - 80% of the games outcome is decided by highrolling. There were matched the highest amizntifa champion I was offered up to when 3 players already fell out was at 2 units, un this game by the point I dropped out it wasn't even possible to get any unit to 2 stars bywhat I was provided. On the other hand thus one dude had in the 2nd PvP round 4 2star units, 3 completed items and ontop he also had 2 really good class buffs
: What is your main reason why play specific champion ?
{{champion:107}} I just completly fell in love when he got announced, his design, his lore, his personality, everything just attracted me towards playing him. Once he got released, his playstyle, voice and voicelines just made me like him even more. The only time I would ever consider to not play him every game is if he would get obliterated by nerfs so he becomes literally unplayable by being so weak
RpcAuvyen (EUW)
: > [{quoted}](name=Shamose,realm=EUW,application-id=XkTi8002,discussion-id=eOxEpihm,comment-id=0001,timestamp=2019-06-22T11:48:23.026+0000) > > Who is telling us this? I heard it quite a lot, that´s why i mentioned it :) Was no offense . Otherwise i would not want to create two teams ^^
Maybe it's because there are barely any females at all at professional lvl. Many that let themselfes get boosted and quite a lot of public desplaying players don't andvertise their content for gameplay or skills. Not to say there aren't exceptions, just since the majority of those cases created a cliché and that (with evidence) men have more passion and desire for high competitive play than women do, created the "egirl" term of skilles %%%%s that just look for boosts. Unfortunately, the only real way to fix tjis issue would be either a pro team that proofes themselves and accomplish something, or a big increase in the female playerbase giving the option of more cases the "women are bad players" being prooven wrong
: I'm looking for a friend to play gold funneling strategies (normal or ranked games)
Isn't gold funneling strategy heavily nerfed? At a certain amount of income you loose a lot of gold on minion last hits
VexLuna (EUW)
: Morde is a little nutty isn't he...
QSS my friend, any ability with a cleanse effect (except thw summoner spell) Like Olaf ult, Rengar ferocity W and QSS cancel his death realm
: Nerf Trynda Fast
CC and kite him. To counter it you can simply pick something with good waveclear and that can't get dove by trynda under a tower from 100 - 0
iaapvper (EUW)
: What does ACE and MVP mean??
MVP means Most Valuable Player, meaning you're the person who contributed the most to the game in your team. The Ace is the MVP of the loosing team, meaning you have somewhat of an MVP status but it wasn't enough to turn it into a victory for your team. On Op.GG however, this information isn't always accurate. Since it gives out these titles by pure stat analyzing rather than actual ingame gameplay.
Cypherous (EUW)
: > If there's a guy on a 60 - 70% wr acc on high silver and has an MMR of gold - plat, those people should not get matched with low%age people with shitty MMR for their rank which are high above you ranked. The game already has limited smurf detection, but that being said it can't do anything to know who is playing on any given account and it still has to matchmake it based on the accounts MMR > Putting those 2 types (one is either a smurf or just simple a really good player who obviously deserves a higher rank) the other is someone who got boosted and is now ruining each game for his team will %%%% up the Queue even worse. One gets slowed down to climb to his actual rank heavily by those people while the others gets "semi-boosted" by slowing his downranking heavily. The system already handles this with loss/win streaks and if you go on either for a decent number it will start to more rapidly affect your MMR as you've obviously demonstrated you don't belong where you previously were > 3rd party webpages have a good overall analyisis on many aspects of the game that can easily differ a person with good performances and people with bad performances, league it'self has a good overviewed rating system in the stats tab, this could easily be implemented into the MMR since it even compares the different ranks with each other. The stats tab is absolute trash lol, especially when it comes to comparing low ELO players to higher ones, i'm silver and according to my stats comparisons i should be grandmaster, despite me very clearly not being anywhere near that level of play https://media.discordapp.net/attachments/319140823344087042/586112726565257217/unknown.png Stats mean very little when taken out of context like this, its why the system doesn't use them > Put a person into a game with ranks that match his stats As i've just pointed out, stats don't mean anything :P > Ranked is supposed to be a measurement and reflection of personal performance. It's more enjoyable for both good and bad players to be properly matched where they need to apply all their knowledge to win the game and not that one just smashes effortlessly over the other which brings up no real satisfaction in competitive, or being someone who just gets destroyed every single game completly without any way to fight back and not capable of playing the game properly, heck even learning and improving is for both sides nearly impossible in the current system in everything that isn't considered high elo. And i've yet to see you prove that matches aren't balanced on skill, smurfing is a variable that we can't account for and the matchmaker will adjust their placements correctly, and smurfing isn't common anyway, you'll find most matches are matched just fine based on skill, you're just assuming equal skill seems to mean identical performances when you don't take in to account small mistakes people make or any ganks etc which can cause someone to fall behind, that doesn't mean they are less skilled it just means they had a bad match, because it also comes down to things like experience with/against a given champion, and there is no way to account for that as the matchmaker has no idea who you're going to play as or who your enemy laner is going to be > it simply is to slow on upranking people with a way to high skill lvl for their rank or downranking people with way to low skill lvl for their rank Citation needed > People loose unlucky games, even if they performed as way better than anyone else which can heavily slow them down from climbing and people have some lucky games, where they still played like complete dogshit but yet again it hinders them to get to where they deserve to be Its a team game, how exactly are you quantifying "performed way better" when we know stats are a worthless metric, you can't matchmake based on something you can't stick a number to
The stats are divided well into subparts which can be filtered to be important for the game. Outfarming consistently everyone else on the map should not hapoen, while having double the vision score per hour of the average player, more kill and roam pressure, more kill conversion, more objective controll and so on. It could be handled in a way that no matter if you lost or won in your recebt 10 - 20 games, if you are the best each game on every category, you get increased MMR, not necessarily to the rank with same stats since I do admit that would be extreme. Then the system checks if you're still contributing that well to your team and if the MMR increase is justified. Having games where your toplaner basicly just runs it down early on. Dying lvl 1, TPing back to labe just to die again instantly, then again walking back to lane and dying within 10 secobds upon labe arrivle. Flaming the jungler and THEN saying he decides to constantly run it down (so he reqlly was just that vad to go 0/4 in 3 minutes) not one jungler can even such a thing out. A person dying so often before the jungler cleared his lvl 3 route and can set up a gank. What I gave is an example for a bad luck detector for your games, if you really could do something to prevent this or not. Despite smurfing or not. This can happen in max 20% of your games and not affect you at all, or this can happen in up to 40% of your games. One highelo smurf on 2 accs, first scenario it takes him a max of 40 - 50 games to reach plat. 2nd scenario causes the same skilled player to need atleast twice as many games to reach the same destination
Cypherous (EUW)
: Winrate has nothing to do with matchmaking, nor should it, because it doesn't actually represent anything of value, the matchmaker uses your MMR to match teams https://support.riotgames.com/hc/en-us/articles/201752954-Matchmaking-Guide
ontop of that the matchmaking system needs a filter added. If there's a guy on a 60 - 70% wr acc on high silver and has an MMR of gold - plat, those people should not get matched with low%age people with shitty MMR for their rank which are high above you ranked. Putting those 2 types (one is either a smurf or just simple a really good player who obviously deserves a higher rank) the other is someone who got boosted and is now ruining each game for his team will %%%% up the Queue even worse. One gets slowed down to climb to his actual rank heavily by those people while the others gets "semi-boosted" by slowing his downranking heavily. 3rd party webpages have a good overall analyisis on many aspects of the game that can easily differ a person with good performances and people with bad performances, league it'self has a good overviewed rating system in the stats tab, this could easily be implemented into the MMR since it even compares the different ranks with each other. Put a person into a game with ranks that match his stats, if he starts performing poorly and his stats decrease, so does his MMR lower, if a person still performs above average, his MMR increases. This would highly improve the quality of all overall games. It would also make both actual ranking and MMR more accurate and not a time wasting grind to climb up or downwards the ladder until you get enjoyable games. Ranked is supposed to be a measurement and reflection of personal performance. It's more enjoyable for both good and bad players to be properly matched where they need to apply all their knowledge to win the game and not that one just smashes effortlessly over the other which brings up no real satisfaction in competitive, or being someone who just gets destroyed every single game completly without any way to fight back and not capable of playing the game properly, heck even learning and improving is for both sides nearly impossible in the current system in everything that isn't considered high elo. **The system simply has 2 main flaws:** * **not rewarding good performance enough** * **not punishing bad performance enough** it simply is to slow on upranking people with a way to high skill lvl for their rank or downranking people with way to low skill lvl for their rank People loose unlucky games, even if they performed as way better than anyone else which can heavily slow them down from climbing and people have some lucky games, where they still played like complete dogshit but yet again it hinders them to get to where they deserve to be
Cypherous (EUW)
: Winrate has nothing to do with matchmaking, nor should it, because it doesn't actually represent anything of value, the matchmaker uses your MMR to match teams https://support.riotgames.com/hc/en-us/articles/201752954-Matchmaking-Guide
Having the highest score in every single game in every category my champion can participate in, should not end up me getting queued up with animals who are on a 8 game loosing streak inting their ass off every game 0/15 The MMR system is complete dogshit under diamond 2, I haven't seen a single game that wasn't highelo and had balanced teams in any way. The game is never really a matter of who is playing better but the team with less hardinters who spend 90% of the ingame time on a grey screen wins the game. Constantly outcsing people as a jungler on people who have somewhat decent cs sometimes, should never consider putting me in a game with people who have consistantly 4 cs/min at max It's more than just infuriating by having to put up with people who play so bad that it's nearly impossible to tell if they never played a single game of league before in their life or if they're running it down on purpose. If SoloQ matchmaking is all balanced around 1v9 carrying every game, then atleast offer more options to actually be able to 1v9 carry consistently
Cypherous (EUW)
: Seems to work fine, what issues are you experiencing that are actually in the control of the matchmaker exactly?
hmm maybe queuing up a 60% wr jungler who hardcarried almost every single win by himself being put in a team of boosted golds where the best teammate has a 45% wr?
: If you could have one champion reverted (if more than one state which version) which would you pick?
{{champion:238}} reverted all the way before the season 7 assassin reworks where he was a decent champ and not an overgrown minion
Antenora (EUW)
: Winrates are never factored into matchmaking. MMR is what matchmaking uses.
Almost none had played over 30 games in that match, so how do I get queued up with people who should have a lower mmr than their rank while my mmr is above their rank by their performance so far. Further more, the people in my team where worse by a LOT then average people on that elo. 0 self initiative, worse mechanics than the average same ranked and way way worse overall game knowledge. As their jungler, I got every lane a huge lead, dumped the enemy jgl and threw him so far behind early on he wasn't a threat for the next 20 - 25 minutes. Initiated every single call for objectives which turned positively for us. First 10 minutes 8/1/7 stats with a 100% KP and objective participation. Just fir my team to missplay every single minute so hard after laning phase that they basicly threw that free game into the trash can. When they listened and followed my calls early on it was freeelo, suddenly post laning everdone starts a huge fiesta and ignores good calls as if they think they accomplished anything by themselfes.
: fix ranked
24% ban rate with a 10% pick rate in diamond+ kinda tells he is a threat in the current meta, if he really was as useless he wouldn't have such a high pick and ban rate. Kled isn't nearly as popular, with barely a banrate at all and a 0.1% pickrate, tho he has a 53% wr on dia+ he has a constant over 50% winrate over the entire game length, except for the 35 minute mark which weirdly lets him spike down once to 45%, after the 40 minute mark his wr goes up to 60% and again after 45 minutes it goes up to 80%. So really saying he is that bad late is kinda false. On EUW his wr post 45 minutes spikes to a clean 100% like yeah he's soooooo bad late. Riven has a stronger early - mid so denying her early on will hurt her a lot. Post 45 minutes she has a lot worse winrate than kled and about the same as darius. Toplane Kennen falls under 35% winrate post 40 minute mark, only has a good midgame. Irelia has good early game winrate, but the longer the game goes the worse she gets. She has constantly below 50% the longer the game goes and only barely spikes around 2 times close to 50% but still holding a bad position. At 50 minute mark she comes back to touching 50% wr. So both your champs are stronger early, midgame and lategame in consideration on overall games on Highelo games. I don't know the exact number on the match ups between your champs and those you mentioned to be annoying in your games, but overall the one's you play are stronger
Rioter Comments
Eveninn (EUW)
: Hmmm... there are many things that factor into matchmaking that make it hard to really say what may be the case. The easiest 'excuse' to look to is premades, and how drastically they can alter MMR by queuing with each other. Which without further information is what I'd pin this game to. (I actually have many experiences where I wanted to play with friends only for them to get utterly destroyed from the MMR I dragged them into. Q-Q) There are some other things like that the longer a queue goes on for, the more loose MMR gets, attempting to create a game sooner rather than a better balanced one. (And that MMR puts you somewhere in the beginning, which often is a problem in the ranked starting divisions as some people are clearly better than where everyone starts out, while others are worse.)
Well the system should be designed that in the first couple of games you're put up with other new accounds, after a few games Riot claimed the system notices if it's a smurf or a new player and tries to match them with people of similiar profile so newbies can slowly learn the game and not get destroyed and higher lvl players get more quality games where they don't start developing really bad habbits
Rioter Comments
: Considering I can buy 300 armour and 4k health and still get killed within 2 seconds... yeah I do consider it healthier. Buying resistances is how you beat assasins, if armour didn’t work against them there’d be no counter play to them. What you just described is the main reason champions like talon haven’t taken over the game. With tanks dead assasins already get a major boon, they don’t need more
Okay which goddamn AD assassins oneshots a Target with 300 armor and 4k health, you are pulling this right out of your butt now. As example a rengar who has one of the strongest bursts in the game. On A full penetration build on lvl 18 you shred 45% + 57 armor. A full build rengar with a tryinity force. A full combo if he has Duskblade active, jumps out of his ult, lands a QEW > hydra > Q combo would deal around 2.7k damage, this deals half health of such a tank, taking into consideration of the tank often also having ninja tabi, that would reduce his damage to 1.8 - 2k So yeah it will take rengar 2 Full spell rotation and a couple of autoattacks to kill that tank, so more than 2 seconds. Zed: Has 120.8 base Ad on lvl 18 which gets rounded up to 121, with the runes it's 130 AD. A full build with 3 lethality items + lord dominiks give 210 AD, lets give him the benefit of the doubt and say he has another 80 from a max AD item. This results in a Total AD of 411. The items shred 300 down to 110 for him, resulting in a still 52% damage reduction + ninja tabi that might reduce all his incoming autoattacks. Hitting a tripple Q results in 1893 physical damage, this gets reduced to 947 damage. Let's say he additionally hits 2 E's during his deathmark, 500 damage reduced to 240 damage. So far we got 1187 damage from those two abilities. Let's be very nice and say he lands 3 autoattacks 590 damage + 12% reduction from ninja tabi 520 his passive dealing magic damage, consider the tank has atleast 100 armor + the effect of ninja tabi reduce it from 400 to 176 damage, this results again in a 1883 toatal damage during death mark, if he ignites for the full 3 duration that's another 246 damage stacked to it. his ultiamte deals 411 + 55% of the damage applied as finisher resulting in a 528 damage after the armor is calculated in. Resulting in an overall 2.5k damage over a duration of 3 seconds. But that lethality spikes heavily on lategame is nothing new. Now let's look at lvl 16 This leaves the tank with 120 - 140 armor after all the shred, reducing the damage for another, resulting in a nearly 60% downgrade, which ends up zed barely making it to 2k damage with a perfect case szenario which rarely comes into play. My point isn't that penetration need buffs overall, what I seek is increase of early game value and decrease in lategame value. Until lethality was introduced (actually after the heavy nerfs to lethality), Flat armor pen was to counter early armor purchase, instead of investing gold for tons of AD you bought items with less ad but flat pen which resulted in an overall damage increase. Now someone just rushes ninja tabi and heavily reduces your damage until you have 3+ Items and a high lvl. Before armor pen over raw AD stats was because armor pen was simply the better choice damage wise. Now you take armor pen items because it's "slightly less worse" damage wise. But honestly what do I expect arguing with a player who mainly spamms arams, barely touches tanks or assassins at all so you know neither perspective aswell as not being implemented in high lvl competitive.
: But messing with armour pen still severely affects tanks... remember tanks have to get through the early game, what you want is for lethality to negate early armour purchases, but tanks need early armour purchases to be effective. So not only do fighters shove tanks out of top due to conquerer making an early game armour purchase much weaker but assasins get to do the same. It’s all connected, and not everything revolves around late game
Would you say it's a healthier state that I have a full itembuild, but do heavily reduced damage just because someone has a pair of boots or another item that gives between 20 - 30 MR? Just ONE. While if an AP champion starts to snowball I can buy 230 MR value and I'm still loosing around 60% ability after getting hit ONCE
kiwishrew (EUW)
: They won't, lol. Such is the price for playing such toxic champions
It's toxic to have champions that are made around punishing mistakes and snowballing midgame off it and getting weaker later? My apologize, now I see, not the skillfull class that was high risk high reward in the past were the fun one's, they were the toxic ones. Absolutely not Offtanks and tanks when they outdamaged everything but could run in 1v5 smashing their foreheads on their keyboards and still succeed. Not all those adc and enhance support players during the adc meta where the adc just stood still afk autoattack but couldn't really get touched.
M3GTRDragon (EUNE)
: then don't build lethality? You do know ad assasins have stupidly good scalings on their abilities
Yeah because there are that many good options besides lethality. Not building 4 - 5 penetration items will hinder the damage even more due to armors damage reduction if the enemies aren't complete monkeys and go with 0 armor throughout the game
: But increasing armour pen nerfs tanks... doesn’t matter if you ain’t targeting them directly this would be a massive nerf to an already dead class
Flat armor pen doesn't touch tanks much at all, what I'm asking for is not to shred through a 200 - 400 armor tank, what I'm asking is to shred through and 80 armor supposed to be squishy character
: The game is litterally tankless right now. Every tank builds atleast one dmg item or you are beyond useless.
Have i mentioned TANKS in any way? All I complained is how until lvl 18 an AD assassin gets HEAVILY reduced damage, even if he's full build with 4 armor pen items people build Zhonyas, Ninja tabi or Guardian angle and it ussually provides enough armor to make the lethality items hella weak until you get their full value at endgame. I should not spend 5.8k gold on 2 items just to have my damage countered by 1.1k cost boots while being like what, 5/0 or something? Assassins were always supposed to be a snowball heavy class until riot decided nah it's not fun if a player does 20 mistakes early game and thus gets punished with oneshots for it. If a mage gets that fed guess what, he will still be oneshotting you. If you build some MR (especially cuz the MR choices for nontanks aren't that great) AP champions have WAY better magic pen items
Rioter Comments
DeaddLyy (EUNE)
: Ye this was the only game that they did send me. I did write on support 3 times. But they didnt answer me once. Something is wrong..
Sending one ticket is more than enough, they have ticket queues and each new ticket gets put at the end of the queue. If you write them again your ticket will be placed at the end of the queue again and it will take longer till you get a response. Write one and wait patiently, I always got my responses within 3 days
: Counters are a finicky thing, a counter is usually only in one aspect of a kit. So vlad can stop an all in from zed by pooling his ult and late kinda becomes immune to assassination attempts... he can’t stop zed from roaming though, vlad also needs to be good enough to not just feed early game while he is weak. So zed can still win that game, it’s just that vlad is a harder match up than most as he’s got the tools to survive assassinations
Most Vlads make the mistake to pool Zeds Ult. Post 6 WEQW > AA deals a good chunk of damage, then you ult as Zed, Vlad poils and is left 1 hit from death away
: Tips to not tilt?
Acceptance is the key. You did some sort of mistake or get outplayed? Accept the mistake you did and watch it from a learn perspective. Your teammates do something dumb? Just accept that they are bad and try to think if what you can do to play around their mistakes. Do you have a thresh whi never hits an ability? Accept it and expect he won't hit so you should turn away from plays that involve him hitting stuff
: how to play against vladimir?
Vlad is very vulneravle to early all ins, his sustain is weak early on, if he pools after he you used your burst he looses the trade heavily to a point he often had to burn a summoner. Many people consider him being a counter to Zed as example, I haven't lost to a single vlad so far so dunno bout that
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Arzo Reborn

Level 34 (EUW)
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